Starfall 3.0 Sorc BUILD for Diablo IV [BIG Spam Synergy]
Diablo IV Season 2 (Season of the Blood) started on October 17th, 2023 for Players on PC (Battle.Net & Steam), XBOX, & PlayStation). After extensive testing, I bring you a Sorcerer with a BIG Spam Synergy for the Archetype. The build’s relatively easy to gear up & get things going but requires 1 non-codex aspect. 4 out of the 5 Uniques are also Duriel Drops. As usual, I’ll evolve & keep my builds updated. This is one such build for the Sorcerer Class called Starfall 3.0.
I’ve also made spreadsheets for my builds (see the links below) that have shortlisted the active and passive skills + legendary aspect + unique item + gems & sockets + suggested stat rolls + paragon boards that work well with the build which you can use to tinker. Alternatively, I’ve added a link to a new build calculator/planner (MOBALYTICS) that I’ll be using from now on as well which seems amazing.
This build will be updated when needed.
Video Version:
Skill Trees
Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken + alternative skill options, you can check my Latest & older Builds spreadsheet on this link. This build (Starfall 3.0) is one of the builds on that spreadsheet.
Minor Destruction / Basic Skill (Resource Generator/Builder) (Required Points: 0 )
- (active) Fire Bolt – Hurl a flaming bolt, dealing 18.00% (X – ?) damage and Burning for 43.80% (X-?) over 6 seconds.
Lucky Hit Chance: 35% (per use)
Damage: Fire ; Tags: Basic, Pyromancy- (1st upgrade) Enhanced Fire Bolt – Fire Bolt pierces Burning enemies
- (2nd upgrade) Flickering Fire Bolt – Fire Bolt generates 2 Mana when hitting a Burning enemy.
Major Destruction / Core Skill(s) (Resource Spender) (Required Points: 2 ) Remove Fireball after you get Meteor
- (active – only use this until Meteor unlocks, then keep it at lvl 1) Fireball – Hurl an exploding ball of fire, dealing 60% (X- ?) damage to surrounding enemies. Lucky Hit Chance: 33% (per hit) Mana Cost: 35 Damage: Fire ; Tags: Core, Pyromancy
- (1st upgrade) Enhanced Fireball – Fireball’s radius is increased based on distance traveled, up to 50%.
- (2nd upgrade – my pick of the 2) Greater Fireball – Fireball deals 10% of the Burning damage you’ve applied to enemies as additional direct damage.
- (passive – I only put 1 point here) Devastation – Your Maximum Mana is increased by 3/6/9.
- (upgrade) Elemental Dominance – Your Core Skills deal 4%/8%/12% (multiplicative) increased damage when case above 50 Mana
- (passive) did not pick any other Core passives to save points
Defensive Skills (Required Points: 6 )
- (active – I only put 1 point here) Teleport – Transform into lightning becoming Unstoppable and surging to the target location dealing 25% (X -?) damage around you upon arrival.
Lucky Hit Chance: 65% (per hit)
Cooldown: 11 | Damage: Lightning ; Tags: Defensive, Shock- (1st upgrade) Enhanced Teleport – Teleport’s cooldown is decreased by 0.5 seconds per enemy hit, up to 3 seconds.
- (2nd upgrade – my pick of the 2) Shimmering Teleport – After Teleporting, you gain 30% Damage Reduction for 3 seconds.
- (active – I only put 1 point here) Flame Shield – Engulf yourself in flames for 2 seconds, Burning nearby enemies for 40% (X) damage per second. While Flame Shield is active, you are Immune.
Lucky Hit Chance: 35% (per use)
Cooldown: 20 | Damage: Fire ; Tags: Defensive, Pyromancy- (1st upgrade) Enhanced Flame Shield – Flame Shield grants 25% Movement Speed while active.
- (2nd upgrade – my pick of the 2) Shimmering Flame Shield – Flame Shield Heals you for 50% of your missing Life.
- (active – I only put 1 point here) Frost Nova – Unleash a torrent of frost, Freezing enemies around you for 3 seconds.
Cooldown: 24
Tags: Defensive, Frost- (1st upgrade) Enhanced Frost Nova – Killing enemies Frozen by Frost Nova reduces its Cooldown by 1 seconds, up to 4 seconds per cast.
- (2nd upgrade – my pick of the 2) Mystical Frost Nova – Frost Nova makes enemies Vulnerable for 4 seconds, increased to 6 seconds against Bosses.
- (passive) Elemental Attunement – Elemental Critical Strikes have a 5%/10%/15% chance to reset the Cooldown of one of your Defensive Skills. Can only happen once every 10 seconds.
- (passive) did not pick any other Defensive passives to save points
Conjuration Skills (Required Points: 11 ) NOT using an ACTIVE Conjuration
- (active)
- (1st upgrade)
- (2nd upgrade – my pick of the 2)
- (passive) Align the Elements – You gain 3%/6%/9% Damage reduction against Elites for each second you don’t take damage from any of these sources, up to 40%..
- (1st upgrade) Mana Shield – Every time you spend 100 Mana, you gain 7%/14%/21% Damage Reduction for 5 seconds.
- (2nd upgrade – TOP TIER PASSIVE & MUST HAVE) Protection – Using a cooldown grants 10%/20%/30% of your maximum Life as a Barrier for 3 seconds.
- (passive) Precision Magic – Your Lucky Hit Effect Chance is increased by up to 5%/10%/15%.
- (passive) did not pick any more Conjuration passives to save points
Mastery Skills (Required Points: 16 )
- (active) Meteor – Summon a meteor that strikes the target location, dealing 80% (X – ?) damage and Burning the ground for 35% (X) damage over 3 seconds.
Lucky Hit Chance: 40% (per use)
Mana Cost: 40 | Damage: Fire ; Tags: Mastery, Pyromancy- (1st upgrade) Enhanced Meteor – If Meteor hits 3 or more enemies, there is a 30% chance an additional Meteor falls on the same location.
- (2nd upgrade – my pick of the 2) Mage’s Meteor – Meteor falls 30% faster.
- (passive) Inner Flames – Your Pyromancy Skills deal 3%/6%/9% (multiplicative) increased damage while you are Healthy.
- (upgrade – I only put 1 point here) Crippling Flames – Lucky Hit: Your Pyromancy Skills have a 5%/10%/15% chance to Immobilize enemies for 2 seconds. This chance is doubled while you are Healthy.
- (upgrade) Devouring Blaze – You deal 7%/14%/21% (multiplicative) increased Critical Strike Damage against Burning enemies. If they are also Immobilized, this bonus is increased to 10%/20%/30% (multiplicative).
- (passive) Ice Veil – Your Barriers have a +5%/+10%/+15% increased duration. (Barriers absorb damage from all sources up to a specified amount.)
- (upgrade) Snap Freeze – did NOT take this one
- (upgrade) Cold front – did NOT take this one
Ultimate Skills (Required Points: 23 )
- (active) Inferno – Summon a fiery serpent that continually constricts the target area, Burning enemies for 295% damage over 8 seconds.
Lucky Hit Chance: 5% (per hit)
Cooldown: 45 | Damage: Fire ; Tags: Ultimate, Pyromancy- (1st upgrade) Prime Inferno – Inferno repeatedly Pulls enemies to its center.
- (2nd upgrade) Supreme Inferno – While Inferno is active, your Pyromancy Skills cost no Mana.
- (passive) Fiery Surge – Killing a Burning enemy increases your Mana Regeneration by +15%/+30%/+45% for 3 seconds.
- (upgrade – did NOT take to save points) Soulfire
- (upgrade – did NOT take to save points) Endless Pyre
- (upgrade – did NOT take to save points) Warmth
Key Passive (Required Points: 33 )
- (passive) Esu’s Ferocity – Your Fire Critical Strike Damage is increased by 25% (multiplicative) against enemies above 50% Life. Your Fire Critical Strike Chance is increased by +5% against enemies below 50% Life.
Critical Strikes that kill an enemy or hit a Boss grant both bonuses against all enemies for 3 seconds.
Seasonal Mechanic (Vampiric Powers):
In Season 2 (Season of Blood), the seasonal Mechanics involves slotting in up to 5 (out of 22) Vampiric Powers at once. Each power requires a certain number of pacts to be applied to your armor. There are 3 types of Pacts: Ferocity, Divinity, Eternity. Pacts can be applied to Armor as follows: Helmet & Boots up can have to 3, Pants up to 4, while Chest Armor and Gloves can have up to 5 pacts applied to them. That Makes a Total of 20 and is enough for any possible combination of 5 powers. Below you can find Information of the total pacts this build needs + the 5 powers we’ve used.
VAMPIRIC POWERS:
Vampiric Powers Total Pacts Required: ferocity 4, divinity 3, eternity 6
Powers Used:
- Metamorphosis = ferocity 2, divinity 2, eternity 2
Evading making us unstoppable is great! This helps triggering Tibault’s Will’s unique special/effect. Also causes Vampiric Curse (read below why it’s needed) - Prey on the Weak = ferocity 2
it’s good bit of extra dps but also good synergy with Flickerstep builds so we don’t require Accursed Touch as evading through enemies will keep the curse on them (due to Metamorphosis). - Hemomancy = eternity 3
this one helps with trash mobs clear and also heals us a bit every 4 seconds. Very good on Overworld content like Helltide or Blood Harvest. - Anticipation = divinity 1
-20% cooldown time for our Inferno is great! As an added bonus the extra dmg *Inferno gets from nearby burning enemies is great when mobbing. - Undying = eternity 1
this one’s optional and I prefer having that healing as the builds very spell-spammy.
Alternative: But I also love having that Resilience extra Damage Reduction so you may prefer it over Undying. For lower tier NMDs & overworld content Resilience won’t be needed and neither will it be needed for Uber Bosses (except maybe for Uber Lilith but for her you need barriers & keeping your armor high more than anything)
Enchantment (Class Mechanic):
Unique Items
In Diablo IV we can equip more than one unique item at the same time (not so ‘unique’ if we can get decked out in full uniques I guess). It seems that the one unique per build idea that Uniques inherited from the Mythical gear they supposedly replaced was scrapped even before the closed beta tests. My top picks will be the following:
Top Pick Uniques for the Build
Flickerstep (Boots) [bread and butter of this build]
Attacks Reduce Evade’s Cooldown by 0.8 Seconds
Each enemy you Evade through reduces your active Ultimate Cooldown by 2-4 seconds, up to 10 seconds.
+[10.5 – 17.5]% Movement Speed
+[10 – 18] All Stats
+ [7 – 14]% Damage Reduction from Close Enemies
+[31.5 – 52.5]% Ultimate Skill Damage
“Considered a failure by their creator, it wasn’t until the assassination of an “untouchable” Caldeum noble that these boots’ true power was understood.” – Barrett’s Book of Implements
Godslayer Crown (Helm)
When you Stun, Freeze, or Immobilize an Elite enemy, or damage a Boss, it pulls in nearby enemies. You deal x[30-60]% increased damage to them for 3 seconds. This effect can only occur once every 12 seconds.
+[4.2 – 7]% Cooldown Reduction
+[X – Y] Maximum Life
+[10.5 – 17.5]% Damage
+[5 – 12]% Crowd Control Duration
“The Sahptev faithful believe in a thousand and one gods. If it takes me as many lifetimes, I will find and kill them all.” – Gaspar Stilbian, Veradani Outcast
Alternative Helm Choice: Harlequin Crest (Helm) Right now this seems like a very good option for any build and if you’re lucky enough to get I Strongly advise trying it. I personally felt that my DPS fell too much while wearing it so i went back to a Godslayer Crown.
Gain [20%] Damage Reduction. In addition, gain +[4] Ranks to All Skills.
+[N] Maximum Life
+X% Cooldown Reduction
+12% Resource Generation
+[28] All Stats
“This headdress was once worn by an assassin disguised as a court mage. Her treachery was unveiled, but not before she used its magic to curse the king’s entire lineage.” – The Fall of House Aston
Tal Rasha’s Iridescent Loop (Ring)
+X% Resistance to All Elements
+Y% Resistance to All Elements
For each type of Elemental damage you deal, gain x[10 – 15]% (multiplicative) increased damage for 4 seconds. Dealing Elemental damage refreshes all bonuses.
+[19 – 26]% Non-Physical Damage
+[5 – 12]% Resource Generation
+[3.2 – 6]% Lucky Hit Chance
+[4.2 – 7]% Cooldown Reduction
“Fool said he dug it out of the sands near Lut Gholein with a few other ‘worthless trinkets’. I hid my delight at receiving such a treasure in exchange for a meager handful of coins.” – Rakhaan
X’Fal’s Corroded Signet (Ring)
+X% Resistance to All Elements
+Y% Fire Resistance
Lucky Hit: Your damage over time effects have up to a 50% chance to erupt, dealing [X-Y] damage of the same type to Nearby enemies.
+[20 – 28] All Stats
+[14 – 28]% Damage Over Time
+[3.2 – 6]% Lucky Hit Chance
+[4.2 – 7]% Cooldown Reduction
Skulking in the shadows of the Realm of Destruction, the Scarred Baron plots the downfall of the mortal who banished him there.
Tibault’s Will (Pants) (this one’s very good to use if you don’t feel like your survivability sucks or for overworld and other easier content as well as to swap to for boss fights)
While Injured, Your Potion Also Restores 20% Resource You deal x[20-40]% increased damage while Unstoppable and for 4 seconds after. When you become Unstoppable, gain 50 of your Primary Resource.
+[2 – 3] Potion Capacity
+[7 – 14]% Damage Reduction from Close Enemies
+[10.5 – 17.5]% Damage
+[5 – 13] Maximum Resource
“The younger apprentices think wearing heavy plate in the swamps is foolish. They fail to understand that our armor is our legacy, and without it we are nothing.” – Crusader Pembroke
Sockets & Gems
There are various possible good/viable choices for the gem slots. I’ve shortlisted what works by slot. I’d recommend picking one of those:
Weps: Emerald
Armor: Ruby or Saphire/Topaz (dmg reduction can help you If needed in higher tier NM dungeons).
Jewelry: Skull / Diamond unless you need specific resistance more.
XYZ Diamond (Requires Level XY)
• Weapon: +N% Ultimate Skill Damage
• Armor: +N% Barrier Generation
• Jewelry: N% Resistance to All Elements
+15%/+5%/+5% for Royal (the 5th grade at lvl 60)
XYZ Emerald (Requires Level XY)
• Weapon: +N% Critical Strike Damage to Vulnerable Enemies
• Armor: +N Thorns
• Jewelry: N% Poison Resistance
+12%/+250/30% for Royal (the 5th grade at lvl 60)
XYZ Skull (Requires Level XY)
• Weapon: +N Health on Kill
• Armor: +N% Healing Received
• Jewelry: +N Armor
+24/+5%/+250 for Royal (the 5th grade at lvl 60)
XYZ Ruby (Requires Level XY)
• Weapon: +N% Overpower Damage
• Armor: +N% Maximum Life
• Jewelry: N% Fire Resistance
+24%/+4.0%/30% for Royal (the 5th grade at lvl 60)
XYZ Topaz (Requires Level XY)
• Weapon: +N% Basic Skill Damage
• Armor: N% Damage Reduction While Control Impaired
• Jewelry: N% Lightning Resistance
+20%/10%/30% for Royal (the 5th grade at lvl 60)
XYZ Saphire (Requires Level XY)
• Weapon: +N% Critical Strike Damage to Crowd-Controlled Enemies
• Armor: N% Damage Reduction While Fortified
• Jewelry: N% Cold Resistance
+12%/3%/30% for Royal (the 5th grade at lvl 60)
Legendary Aspects / Powers
I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my Latest & Older Builds spreadsheet on this link. This build (Starfall 3.0) is one of the builds on that spreadsheet.
- Helm: Aspect of The Protector OR Exploiter’s Aspect / Godslayer Crown OR the Alternative Helm Pick (see notes in the Unique Items section)
- Amulet: Aspect of Disobedience
- Chest: Aspect of the Unwavering
- Pants: Frostblitz Aspect / Tibault’s Will (see notes in the Unique Items section)
- Gloves: Conceited Aspect
- Boots: Ghostwalker Aspect / Flickerstep
- Ring 1: Storm Swell Aspect / Tal Rasha’s Iridescent Loop
- Ring 2: Prodigy’s Aspect / X’Fal’s Corroded Signet
- Main Hand Weapon: Aspect of Control
- Off-hand Weapon: Aspect of Three Curses
- 2-H Weapon: Aspect of Three Curses or Aspect of Control
(I do not recommend playing this with a Staff as it means a LOT of potential Cooldown reduction lost (up to 2x 10.3% at max item power) and this build is heavily dependent on CDR. However, if you still don’t have some of the uniques and want to use a Staff for a bit, then make sure you use a very high rolled Aspect of Three Curses or Aspect of Control on the Staff)
Paragon Boards:
Use the link below to check the paragon boards selected and the nodes I’ve taken. On the link you’ll see what the boards will look like at lvl 100 with ALL paragon points spent and fully min-maxed to get the most out of every board BUT it’s base on my gear’s attributes bonuses (INT, DEX, WIL) so you may need to reorder some of the floating nodes to make sure you get the double bonus requirements of all rare nodes. Leveling in Season 2 is fast so I no longer will provide a version with less points spent.
- MAX LEVEL & MAX Paragon points spent : Click THIS LINK
Suggested Gear Rolls to look out for (in order of priority):
I’ve shortlisted various different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority. NOTE: I’ve added a new “Top Priority per Slot” list but left the old unsorted list below it.
This is the Sorted by Slot list of Top Priority Affixes/Rolls:
- Helm:
- Priority 1: Cooldown Reduction
- Priority 2: Maximum Life, Total Armor
- Priority 3: Core Stats (Int, Dex, Wil, All Stats), +N% X Resistance(es)
- Priority 4: Maximum Mana, Barrier Generation, Basic Skill Attack Speed
- Chest:
- Priority 1: Total Armor, Damage Reduction from Close/Distant Enemies
- Priority 2: Maximum Life, +N% X Resistance (es), Damage Reduction from Burning, Damage Reduction
- Priority 3: Core Stats (Int, Dex, Wil, All Stats)
- Priority 4: Pyromancy Skill Damage, +X% Damage, Fire Damage
- Gloves:
- Priority 1: Critical Strike Chance, Damage to Injured Enemies
- Priority 2: Lucky Hit Chance, Core Stats (Int, Dex, Wil, All Stats)
- Priority 3: + X ranks of Fireball, Attack Speed, +N% X Resistance (es)
- Priority 4: Critical Strike Damage to Injured, Critical Strike Chance Against Injured
- Pants:
- Priority 1: Total Armor, Damage Reduction from Close/Distant Enemies, Maximum Life
- Priority 2: Damage Reduction while Injured, Damage Reduction from Burning, Damage Reduction
- Priority 3: +N% X Resistance (es)
- Priority 4: Core Stats (Int, Dex, Wil, All Stats)
- Boots:
- Priority 1: Movement Speed, Damage Reduction while Injured
- Priority 2: +N% X Resistance(es)
- Priority 3: Core Stats (Int, Dex, Wil, All Stats)
- Priority 4: Mana Cost Reduction
- Amulet:
- Priority 1: Cooldown Reduction, Movement Speed, Total Armor
- Priority 2: Damage Reduction from Burning, Damage Reduction from Close/Distant Enemies, +X% Intelligence
- Priority 3: +X ranks to all Mastery/Defensive Skills, +X Ranks of a Passive you like, Damage Reduction While Injured, Damage Reduction
- Priority 4: Mana Cost Reduction, Pyromancy Skill Damage, Fire Damage
- Rings:
- Priority 1: Critical Strike Damage, Critical Strike Chance
- Priority 2: Lucky Hit Chance, Maximum Life
- Priority 3: Vulnerable Damage, Damage to Injured/Close/Distant
- Priority 4: Fire Damage, Damage to Burning
- Main Hand Weapon:
- Priority 1: Mastery Damage, Critical Strike Damage, Vulnerable Skill Damage
- Priority 2: (All Stats or INT), Damage to Close/Distant Enemies
- Priority 3: Damage to Injured Enemies
- Priority 4: Damage to Stunned/Crowd Controlled
You may or may not need +All Stats on both the Wep + off-hand. At lvl 100 you won’t need two of them thx to X’fal’s & Flickerstep.
- Off-hand Focus:
- Priority 1: Cooldown Reduction, Critical Strike Chance, Lucky Hit Chance
- Priority 2: Damage Reduction from Burning, (All Stats or INT)
- Priority 3: Barrier Generation
- Priority 4: Mana Cost Reduction
- 2-H Weapon (1H+off-hand setup is preferred):
- Priority 1: Mastery Damage, Critical Strike Damage, Vulnerable Skill Damage
- Priority 2: (All Stats or INT), Damage to Close/Distant Enemies,
- Priority 3: Damage to Injured Enemies
- Priority 4: Damage to Stunned/Crowd Controlled
This is the UNsorted by list of useful Affixes/Rolls:
Mastery Skill Damage | ||||
Critical Strike Chance/Critical Damage Bonus | ||||
Critical Chance / Critical Damage with Pyromancy/Fire Skills | ||||
Critical Chance/Critical Damage with Mastery Skills | ||||
Damage with Core/Pyromancy/Fire Skills | ||||
Damage Against Close Enemies | ||||
+ X Ranks to Mastery/Defensive Skills | ||||
+ X Ranks to Fireball (not so important for bosses but good when mobbing thx to the Enchantment explosions scaling from the skill’s dmg) | ||||
Cooldown Reduction | ||||
+ Maximum Life | ||||
+ All Stats | ||||
+ Intelligence, + Willpower, + Dexterity | ||||
Vulnerable Damage / Damage Against Vulnerable Enemies | ||||
Resource/Mana Cost Reduction | ||||
Movement Speed | ||||
Damage Reduction while from Close Enemies | ||||
Damage Reduction from Distant Enemies | ||||
Damage Reduction while Injured | ||||
Lucky Hit Chance | ||||
Resistance to All Elements / to XYZ type | ||||
Total Armor | ||||
+ X% Damage | ||||
Damage vs Injured Enemies | ||||
Damage vs Healthy Enemies | ||||
Damage while Healthy | ||||
Critical Strike Chance Against Injured Enemies | ||||
Pyromancy/Fire Skill Damage Bonus | ||||
Mana Generation / Regeneration / On Kill | ||||
Attack Speed | ||||
Damage to Crowd Controlled enemies | ||||
+X% Intelligence |
Barrier Generation | ||||
Lucky Hit: Up to a 5% chance to Restore +X% Primary Resource | ||||
Weapon Damage (not sure if there are any bonuses to that as rolls) | ||||
Lucky Hit: Up to a 5% chance to Heal +X Life | ||||
Lucky Hit Chance with Pyromancy/Fire Skill Damage | ||||
Lucky Hit: Up to a +X% Chance to Execute Injured Non-Elites |
Useful Links (Spreadsheets & more):
For all of my Diablo IV Latest Season 2 & Older (Post-Launch, RDY-4-Launch) Theorycrafts/Builds: This Spreadsheet
For my Diablo IV Class Skill Trees (can be used as mini-calculator): This Spreadsheet
For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet
♦ ◊ ♦ ◊ ♦
This concludes the Starfall 3.0 Sorcerer Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):
PC (Battle.Net, Steam)